So no, there isn't really a perfect trinket list. You're welcome to ask "what about X vs. Y" and give your info if you need help deciding on a trinket, and there's plenty of posters who are willing to discuss it with you.

Well what trinkets are you aiming for ?
I'm going with Baleroc hc and DMC:Volcano. Theralion's Mirror hc is rated higher, but I've seen a few procs go to waste entirely due to no orb proccing. Well, in previous tier at least. It's pretty hard to not get advantage from the Int proc from the Darkmoon Card... What's your opinion on this?

Also: I've just picked up a helmet from Rhyolith hc, haste/crit. I know that isn't ideal (prefer haste/mastery or haste/spirit) but I think I'm going for this random 391 helm and the upgraded t12 gloves when I get a token. I'm going for this setup because it's very unlikely for us to kill Ragnaros heroic in this tier and because both items to change the setup are dropping from that same boss anyways. Any comments?

Well what trinkets are you aiming for ?
I'm going with Baleroc hc and DMC:Volcano. Theralion's Mirror hc is rated higher, but I've seen a few procs go to waste entirely due to no orb proccing. Well, in previous tier at least. It's pretty hard to not get advantage from the Int proc from the Darkmoon Card... What's your opinion on this?

I would think that TM's value tends to decrease in fights where you have to move a lot or trigger mechanics that don't let you sit still to maximize the MB/DoT DPS from the proc. It'd be awesome for fights like Beth (drone focusing) if you're below or Baleroc, but it'd suck at times during Rag or add duty for Ryolith. TM's value is entirely dependent on how efficient you are at stretching the stronger Empowered Shadows from the proc, and RNG orbs don't help much. I'm using the Baleroc trinket and DMC as well, but I've never been lucky enough for TM to drop. =( Maybe 15 kills now, dropped once and it was given to the boomkin forever ago. /sigh

Also: I've just picked up a helmet from Rhyolith hc, haste/crit. I know that isn't ideal (prefer haste/mastery or haste/spirit) but I think I'm going for this random 391 helm and the upgraded t12 gloves when I get a token. I'm going for this setup because it's very unlikely for us to kill Ragnaros heroic in this tier and because both items to change the setup are dropping from that same boss anyways. Any comments?

I'm still using the eldritch authority helm; crit's not ideal, but that should still be a decent upgrade, especially if you're at the 30% haste plateau anyway. Just do reforges to mastery/spirit, whichever you need. The lack of cloth helm options sucks, especially with so many clothies after them. It's understandable to use it, especially since DPS usually don't get such RNG items before healers do.

Originally Posted by Purpleisbetter

Power Torrent, Volcano and Theralion proc'ed, dots just refreshed. Everyone dies. Just a tank and a boss with around 200k hp. Everyone in vt yells "omg we failed omg omg" and you "don't worry amigos, my dots are steamrolling!". Boss dies while you'd say "Enjoy your loots" with a lot of purple awesomness spilling thru your voice. Just happend yesterday.

Seriously, i thought i'd reroll warlock for 4.2, but that was the sign that i'm purple inside and i can't reroll. never.

Also, I don't like you as much anymore because you have the Baleroc trink... (not really but I like to qq)

I was 5th in line for that damn trinket. First it went to an arcane mage. Made me twitch, but oh well. Then the aff lock. Well at least he's a DoT class. Then the boomkin. Okay, but at least he's awesome DPS and had a sad 359 (bell from arch). Then an offspec fire mage, not cool. Finally me... last week. After like 8 kills.

Blah.

Originally Posted by Purpleisbetter

Power Torrent, Volcano and Theralion proc'ed, dots just refreshed. Everyone dies. Just a tank and a boss with around 200k hp. Everyone in vt yells "omg we failed omg omg" and you "don't worry amigos, my dots are steamrolling!". Boss dies while you'd say "Enjoy your loots" with a lot of purple awesomness spilling thru your voice. Just happend yesterday.

Seriously, i thought i'd reroll warlock for 4.2, but that was the sign that i'm purple inside and i can't reroll. never.

I was 5th in line for that damn trinket. First it went to an arcane mage. Made me twitch, but oh well. Then the aff lock. Well at least he's a DoT class. Then the boomkin. Okay, but at least he's awesome DPS and had a sad 359 (bell from arch). Then an offspec fire mage, not cool. Finally me... last week. After like 8 kills.

Blah.

That's silly.. you should go get that mages trinket from Sinestra and rub it in, IMO.

Posted a new version with the output from SimulationCraft 4.2.0-6 (NOTE: 4.2.0-7 is identical except for a hunter import bugfix).

MAJOR change: I'm including two fairly new raid movement modifiers, in addition to Patchwerk and HelterSkelter: Raid Environment Movement Low (REML) and Raid Environment Movement High (REMH).

REML adds the following line to the sim:

Code:

movement,players_only=1,first=53,cooldown=85,duration=7,last=360

This tells SimC to have the player be moving for 7 seconds every 85 seconds, starting at the 53 second mark, and cancel this action once you reach 360 seconds. This translates in to, effectively, a 3-phase fight where the first and third phases are stand still/patchwerk style, and where the second phase has a predictable/timed movement section. Lots of fights follow this kind of setup (any fight where you have to clump for healing is a perfect example).

REMH adds the following lines to the sim:

Code:

movement,players_only=1,first=10,cooldown=10,duration=4

This tells SimC that starting at second 10 in the sim until the sim ends, every following 10 seconds the player will be moving for 4 of it, I.E.: 40% total fight time spent moving. There have been many fights in WoW's history that follow similar philosophies (Firefighter, Halfus, Shannox if you're running all over the place, etc.).

Including these two new sim types has really thrown the stat weights for a loop since during a high mobility fight missed spells can be costly.

EDIT: In case anyone is wondering, here's a table containing the scaling values for each of the 8 sims:

Looking at the data in that last post, it looks like Hit/Spi rises greatly in high-movement fights, particularly if you're double-dotting. Haste is a bit more funky; it's highest for Helter-Skelter, but lowest for REMH... Hit I can see making a difference because in a HM fight, you don't have as much time to recast a missed VT refresh, and less MB's overall means missing those hurts DPS more (particularly if you have t12 4pc). I don't get the haste variations though. Anyone have any insight?

Originally Posted by Purpleisbetter

Power Torrent, Volcano and Theralion proc'ed, dots just refreshed. Everyone dies. Just a tank and a boss with around 200k hp. Everyone in vt yells "omg we failed omg omg" and you "don't worry amigos, my dots are steamrolling!". Boss dies while you'd say "Enjoy your loots" with a lot of purple awesomness spilling thru your voice. Just happend yesterday.

Seriously, i thought i'd reroll warlock for 4.2, but that was the sign that i'm purple inside and i can't reroll. never.

Looking at the data in that last post, it looks like Hit/Spi rises greatly in high-movement fights, particularly if you're double-dotting. Haste is a bit more funky; it's highest for Helter-Skelter, but lowest for REMH... Hit I can see making a difference because in a HM fight, you don't have as much time to recast a missed VT refresh, and less MB's overall means missing those hurts DPS more (particularly if you have t12 4pc). I don't get the haste variations though. Anyone have any insight?

Before I dive in, let me post the action sequence for HelterSkelter and explain what it means:

From the SimulationCraft help guides, HelterSkelter is "...a crazy fight will every possible raid event...". As you can see, it has movement (move for 5 seconds every 30 seconds), stuns (you're stunned for 2 seconds every 60 seconds), and the boss is invulnerable to damage (3 seconds every 120 seconds). The first line, "casting", defines that the boss is casting an ability that needs to be interrupted by the player. Since we don't have any interrupt abilities, this doesn't do anything for us.

SimulationCraft has A LOT of other raid event types that aren't included in any of my sims, such as adds being present, damage/heals to a raid, being distracted (I.E.: for a defined period, the sim doesn't play as well to simulate a time when you can't focus on a proper rotation/priority casting list), and using more complicated methods for timing movement (such as using standard deviations to vary the frequency and length of events).

What I've noticed in general is that when you introduce movement in to a fight, the value of haste tanks because you get less casts in (in general), especially fewer Mind Flays. HelterSkelter is very different than both Patchwerk and REML/REMH in that it has stuns involved. My best guess would be that haste's value rises on HS fights because your DoTs keep rolling on their target even when you're stunned, and, it reduces the amount of time to ramp back up once the stun wears off.

I agree. The more you move, the more your damage relies on your dots. And your dots prefer haste than mastery or crit. On the other hand, mind blast prefers mastery and crit, because no matter the ammounts of haste you've stacked, the 6 secs CD remains. So if you need to move, your dots deal almost the same damage and they need haste, but you can't cast MB as often as you'd like so mastery and crit lose importance.

No maths behind this, just my humble thoughts and opinions, so I might be wrong at all.